Jorzi wrote:... they do provide some nice details, but unfortunately pulling off fake lighting with an otherwise dynamically lit texture can also look a bit bad, so I took the easy way out...
True. Better to leave this for some point in the future when there is a proper solution for animation and stuff.
I might be wrong, but the AC should also have a laser designator on the "wing", along with the case ejector.
And model the rear hatch as a proper hatch (i.e. like my Avenger's hatch).
Other than that, it's a masterpiece.
Thanks guys
I'll add more details soon
Meanwhile, some concept work on the cyborgs, which imo look like random pixelblobs on legs atm.
The lowpoly is currently 404 triangles.
Now the legs are among the primary reasons why tangent space normal mapping would be desirable. However, if I make them hipoly enough not to need a normal map it might be a nice compromise for the time being, and the torsos and weapons can use object space maps.
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Slye_Fox wrote:I'm getting a sort of Doom Guy vibe from the hi-poly torso/head pic.
If you need more details for the cyborgs, check out some of the ingame FMV's.
What other FMV besides the "Cam1a_c" sequence might you be thinking of ? (Which, btw, the same art is used for the WZ comic book, with better detail than the FMV - but not by much.)
Just for frame of ref purposes, here is page 6 from the comic and Pumpkin's original page 14 textures... with 2 cyborg designs.... both different from the comic which is the same as the FMV.... total of 3 different designs.
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The models are very good, as always However the proportions of the original models are really weird. I would love to see something a bit different. I'm thinking of some warhammer units like those: http://wh40k.lexicanum.com/mediawiki/im ... ptor24.jpg
I really like that design, but I think it works better for the heavier super cyborgs, while the lighter cyborgs should be able to turn their heads and be more human-like imo. I specifically made the new design a bit taller and a bit narrower.